Methods for generating ground shadow and lighting effects for three-dimensional models include identifying polygon data for a three-dimensional model, generating a convex polygon around a base of the model, generating hard and soft shadow meshes in and around the base of the model, and rendering the model with the shadow meshes with a display device. Methods for generating wall shadows and lighting effects for the three dimensional models further include identifying an orientation and height of a polygon in the model that extends from a ground surface in a virtual environment, and rendering the model with a lighting texture applied to either the full polygon if the polygon height is less than a threshold height or to only a portion of the polygon below the threshold height if the polygon exceeds the threshold height.
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1. A method for applying a lighting texture to a three-dimensional graphics object comprising: identifying data corresponding to a plurality of polygons in a three-dimensional graphical model that correspond to an object; identifying an orientation of one polygon in the plurality of polygons with respect to a surface that engages the object in the three-dimensional graphical model; identifying a dimension of the one polygon in the identified orientation extending from the surface; mapping a predetermined lighting texture to an entire face of the one polygon in response to the identified dimension of the one polygon being less than a predetermined threshold; mapping the predetermined lighting texture to only a portion of a face of the one polygon with a dimension extending from the surface by a predetermined distance in response to the identified dimension of the one polygon being greater than the predetermined threshold; and generating a display of the three-dimensional graphical model including the one polygon in the object with the mapped predetermined lighting texture.
A method for applying lighting textures to 3D models identifies polygons in the model. It checks the height of a polygon extending from a base surface (like the ground). If the polygon's height is less than a set threshold, a lighting texture (shadow or highlight) is applied to the entire polygon face. If the height exceeds the threshold, the lighting texture is applied only to a portion of the face, up to the threshold height from the base. Finally, the 3D model is rendered with the adjusted lighting texture.
2. The method of claim 1 wherein the predetermined lighting texture is a shadow texture.
This method for applying lighting textures to 3D models, where polygons are identified, their height checked against a threshold, and lighting applied to either the whole polygon or a portion of it based on that threshold, uses a shadow texture as the lighting texture.
3. The method of claim 1 wherein the predetermined lighting texture is a highlight texture.
This method for applying lighting textures to 3D models, where polygons are identified, their height checked against a threshold, and lighting applied to either the whole polygon or a portion of it based on that threshold, uses a highlight texture as the lighting texture.
4. The method of claim 1 wherein object is a three-dimensional model of a building and the surface is a representation of ground under the building.
This method for applying lighting textures to 3D models, where polygons are identified, their height checked against a threshold, and lighting applied to either the whole polygon or a portion of it based on that threshold, is applied to a 3D model of a building, where the base surface is a representation of the ground.
5. The method of claim 4 wherein the identified dimension of the one polygon is oriented in a direction from the surface that corresponds to a height of the building above the ground.
This method for applying lighting textures to 3D models, where polygons are identified, their height checked against a threshold, and lighting applied to either the whole polygon or a portion of it based on that threshold, is applied to a 3D model of a building on the ground. The height of the polygon that is checked corresponds to the height of the building above the ground.
6. A system applying a lighting texture to a three-dimensional graphics object comprising: a memory configured to store data corresponding to a plurality of polygons in a three-dimensional graphical model that depicts an object; a display device configured to generate a visual depiction of the three-dimensional graphical model; and a processor operatively connected to the memory and the display device, the processor being configured to: identify an orientation of one polygon in the plurality of polygons that correspond to the object with respect to a surface that engages the object in the three-dimensional graphical model in the memory; identify a dimension of the one polygon in the identified orientation extending from the surface; map a predetermined lighting texture that is stored in the memory to an entire face of the one polygon in response to the identified dimension of the one polygon being less than a predetermined threshold; map the predetermined lighting texture to only a portion of a face of the one polygon with a dimension extending from the surface by a predetermined distance in response to the identified dimension of the one polygon being greater than the predetermined threshold; and generate a display of the three-dimensional graphical model including the one polygon in the object with the mapped predetermined lighting texture.
A system for applying lighting textures to 3D models includes a memory storing polygon data for a 3D model and a display device. A processor identifies polygons in the model and checks their height extending from a base surface. If the polygon's height is less than a set threshold, a lighting texture is applied to the entire polygon face. If the height exceeds the threshold, the lighting texture is applied only to a portion of the face, up to the threshold height. The display then shows the 3D model with the lighting texture.
7. The system of claim 6 wherein the predetermined lighting texture is a shadow texture stored in the memory.
This system for applying lighting textures to 3D models, where polygons are identified, their height checked against a threshold, and lighting applied to either the whole polygon or a portion of it based on that threshold, uses a shadow texture stored in memory as the lighting texture.
8. The system of claim 6 wherein the predetermined lighting texture is a highlight texture stored in the memory.
This system for applying lighting textures to 3D models, where polygons are identified, their height checked against a threshold, and lighting applied to either the whole polygon or a portion of it based on that threshold, uses a highlight texture stored in memory as the lighting texture.
9. The system of claim 6 wherein the object is a three-dimensional model of a building and the surface is a representation of the ground under the building.
This system for applying lighting textures to 3D models, where polygons are identified, their height checked against a threshold, and lighting applied to either the whole polygon or a portion of it based on that threshold, uses a 3D model of a building where the base surface is the representation of the ground under the building.
10. The system of claim 9 wherein the identified dimension of the one polygon is oriented in a direction from the surface that corresponds to a height of the building above the ground.
This system for applying lighting textures to 3D models, where polygons are identified, their height checked against a threshold, and lighting applied to either the whole polygon or a portion of it based on that threshold, uses a 3D model of a building on the ground. The height of the polygon that is checked corresponds to the height of the building above the ground.
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March 14, 2013
October 17, 2017
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